## About The Pull Request
Buffs cyborg health to match human health at 135 HP
## Why It's Good For The Game
They are a bit squishy, and while that was fine, the melee changes that
slow down borgs got added. I think we should of put cyborg health on par
with every other player.
## Proof Of Testing
It works.
## Changelog
🆑
balance: Buffs cyborg health to 135
/🆑
## About The Pull Request
Upon getting stabbed in your eyes or having a bullet fly through your
head there's a chance (minor for stabbing, extremely low for headshots)
you'll receive a new "Eye Puncture" wound which causes profuse bleeding
out of your now-empty eye hole. Once healed you'll have to deal with a
scar on your eye which cannot be cured and requires surgical
replacement. Eye scarring will reduce your eyes' max health by 15, give
you a minor screen tint and a fancy visual on your character sprite.
Getting scarring on both eyes will turn you completely blind.

This PR also introduces a new quirk which gives you eye scarring on the
eye of your choice and an eyepatch to go alongside it, just make sure
that it sits on the right eye.
Also added medical(white) subtype of eyepatches to loadout for those who
want that version instead. Credits to AnturK on discord for the idea.
## Why It's Good For The Game
Its a neat lil' feature that makes the game more immersive, and unlocks
more roleplay opportunities for players. New quirk gives access to this
feature for players who want to make it a part of their character's
backstory (or maybe as a part of permanent scar roleplaying).
## Changelog
🆑
add: Getting stabbed or shot in the eyes has a chance of giving you a
new wound and a semi-permanent scar, blinding you on one side
add: Added new "Scarred Eye" quirk which blinds you on one eye but gives
you a fancy eyepatch
add: Medical eyepatches have been added to loadout
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
# Conflicts:
# code/_globalvars/traits/_traits.dm
# code/_globalvars/traits/admin_tooling.dm
# code/modules/surgery/organs/internal/eyes/_eyes.dm
## About The Pull Request
Fixes#86756Fixes#67174 (isn't this already fixed? Oh well now it's really fixed
because I tested it)
Basically changed the random calls to `update_body_parts` with a bespoke
proc which better explains what they are there to do
Adds one missing call to head items (for `HIDESNOUT`)
## Changelog
🆑 Melbert
fix: Fixed digitigrade pants sprite not updating in accordance to some
leg updates
/🆑
# Conflicts:
# code/modules/mob/living/carbon/human/human_update_icons.dm
# code/modules/surgery/bodyparts/species_parts/lizard_bodyparts.dm
## About The Pull Request
defaults:
```php
/// How long is the shared emote cooldown triggered by this emote?
var/general_emote_audio_cooldown = 2 SECONDS
/// How long is the specific emote cooldown triggered by this emote?
var/specific_emote_audio_cooldown = 5 SECONDS
```
specific cooldown only checks for the emote, while the general is a
shared cooldown, gave laugh and scream longer specific cooldowns.
## Why It's Good For The Game
The general emote cooldown fixed the problem of multiple emotes getting
used at once, now we have a problem with people using the same emote too
many times, I want to give the players ability to use sounds in their
emotes, but spamming the same emote over and over again makes me regret
it and hesitant about it, this way we can have the best of both worlds.
## Changelog
🆑 grungussuss
sound: along with the shared emote cooldown, specific emote audio
cooldown has returned.
/🆑
# Conflicts:
# code/datums/emotes.dm
## About The Pull Request
Cyborgs will now be temporarily slowed down when hit with **any melee
weapon**, based on the strength of the weapon.
Thrown weapons maintain their behavior of slowing cyborgs, and they also
now scale based on strength of the weapon.
Thrown weapon slowdown is also stronger (3x stronger) than just hitting
them. So you are still incentivized(?) to use the existing mechanic. To
catch up to them, I guess.
## Why It's Good For The Game
So, this mechanic was added as a new counterbalance to cyborgs due to no
longer being stunned in a single flash.
But 1 year later I polled the community, and the results speak for
themself:


It is my opinion that this mechanic is too obscure and a bit obtuse to
work as a "mechanical counter" to the cyborg.
"Yeah to catch up to a cyborg you have to throw a floor tile or a potted
plant at them."
"You mean I can't just *hit* them with the potted plant?"
"No, you gotta chuck it."
This PR aims to address that by tweaking the mechanic to trigger on any
weapon attacks. Which in my mind, makes sense. "Hitting borgs with stuff
will slow them down temporarily" is easier to parse and observe in
practice than "THROWING stuff at borgs will slow them down".
## Changelog
🆑 Melbert
balance: Cyborgs are now slowed down when hit with any melee weapons,
rather than ONLY when they are hit by THROWN melee weapons. The stronger
the weapon, the stronger the slowdown. Thrown weapons are still more
effective at slowing than just hitting them directly, however.
/🆑
## About The Pull Request
there was no real benefit of using signals over proc overrides for many
of these cases.
## Why It's Good For The Game
registering signals on self when we can just override the proc is
un-necessary, im responsible for most of these so im just confronting
the sins of my past
## Changelog
🆑
/🆑
## About The Pull Request
Fixes self-vore message when you get devoured by an alien.
Fixes some simple attack verbs being continuous
## Why It's Good For The Game
Bug fixes good
## Changelog
🆑
spellcheck: Correct message is shown when YOU get devoured by an alien
spellcheck: Fixed a few typos on some simple attack verbs being
continuous
/🆑
## About The Pull Request
Turns out that if you don't test if you fix works, it probably won't!
I've actually managed to test this one, and even though it gave me a
handshake error when joining the other server, at least the fade in
worked! The fadeout is set up in the same way, so it should be fine
## Why It's Good For The Game
ACTUALLY fixes#29496
## Changelog
🆑
fix: ACTUALLY fixes server hop fade in
/🆑
## About The Pull Request
Removes all fragments of veteran code from the game.
## Why It's Good For The Game
It should help maintainers when doing upstream syncs as it removes some
non-modular code. Also we have no use for the veteran system.
## Proof Of Testing
It compiled and ran.
## Changelog
Nothing player facing.
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Puts back in the check for freerunning trait when flipping. Also moves
synthetic vomit to the vomit proc instead of typechecking on the emote.
## Why It's Good For The Game
The 8 points lets them flip.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑 LT3
fix: Freerunners are immune to flip and spin sickness
/🆑
## About The Pull Request
Adds blessed lobotomy to the health analyzer output to treat soul-bound
traumas.
## Why It's Good For The Game
They quit showing as permanent
## Changelog
🆑 LT3
fix: Health analyzers now let you know blessed lobotomy exists
/🆑
Use Regex to be smarter.
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Public logging finds ckeys via regex to remove them from lines now. Not
used for player say, at the moment. Not needed there either, as ckeys
are only used by key_name() and thats passed down as a string. rather
than just edit every instance of the proc, ill just regex them out by
adding identifiers into the ckey blocks in logs and snip them that way.
<!-- Please make sure to actually test your PRs. If you have not tested
your PR mention it. -->
## Why It's Good For The Game
Public logs are little more private. We want them only to have
characters, no keys.
## Proof Of Testing
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
refactor: public logging uses regex for cases of mechanics now.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
<!-- By opening a pull request. You have read and understood the
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Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
## About The Pull Request
Dunno if this is the ideal fix or if the vomit proc needs an override
for checking issynthetic.
## Why It's Good For The Game
Synths are more agile at flipping and don't spew chunks
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: Synths vomit nanites when flipping too many times
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Removes all remnants of the broken SR emote cooldown, reverting back to
standard TG.
## Why It's Good For The Game
Cooldown on emotes work properly, people can flip again (without
beyblading.)
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/8cbda9aa-ba78-4082-a620-d4ac93f8df65
</details>
## Changelog
🆑 LT3
fix: Emote cooldowns work properly
del: Removed Freerunning restriction on the flip emote
/🆑
## About The Pull Request
Per title
## Why It's Good For The Game
This will clear up some confusion in tense moments. At the end of the
day, if you succumb, it's not the other person's fault you died.
(Security shouldn't be blamed for "executing" someone who succumbs)
## Proof Of Testing
I'm not going to have an easy time screenshotting a balloon alert. If it
compiles, it works.
## Changelog
🆑
add: Succumbing now alerts everyone that you gave up on life.
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
before, if u wanted to make ur animal hunt for food, u had to give them
the find food subtree, the attacking subtree, and had to edit their
targeting stratedgy to include items. this makes it so u only have to
give them just 1 subtree which will handle everything it needs to. also
makes it alot more customizable, u can now set a hunger cooldown for ur
animals, and cute emotes for them to play after eating food
## Why It's Good For The Game
makes it more convenient for future devs to include food hunting
behaviors to their animals, while also making it more customizable
## Changelog
🆑
code: animals' food hunting behavior has been refactored, please report
any bugs
/🆑
## About The Pull Request
Partially improves:
* #46002
Previously, the ghost's "t-ray view" acted as a toggle, even though the
scan only occurred once. This PR changes it to function as an action
rather than a toggle, removing the need to press the button twice.
While the ideal solution would be for the t-ray scan to work on the
process tick, my attempt to give ghosts their own t-ray scanner and to
toggle it on upon using the verb did not work as expected because the
scanner didn't recognize the ghost as its holder (`mob/viewer` in the
code).
This update serves as an improvement to the current behaviour, but in
the future, the t-ray scan verb should function like a normal t-ray
scanner, instead of just a one-time scan.
## Why It's Good For The Game
Improves the t-ray verb, before it acted as a toggle even though it only
worked once upon toggling on. Improves user experience using this verb.
## Changelog
🆑
fix: the ghost "t-ray view" no longer requires a double press to
activate a second time.
qol: renamed "t-ray view" to "t-ray scan" for clarity.
/🆑
## About The Pull Request
- pet bonus element now works by getting an emote fed into it.
- all pets who had pet bonus emotes now have it as a proper emote they
can use if controlled by a player.
## Why It's Good For The Game
- standardises pet bonus so it's easier to give more behaviors to
petting, like sounds :3
- allows basic mobs controlled by players to use the emote at will,
which will allow them to react to situations more with emotes.
## Changelog
🆑 grungussuss
add: a lot of basic mobs and pets got new emotes
refactor: emotes triggered by petting pets work differently now, please
report any oddities with these behaviors.
sound: new emotes for basic mobs got sounds
/🆑
## About The Pull Request
Fixes#87147
Whomever refactored bees null'd the beegent before spawning the corpse,
and we pass the bee by ref into corpse init to grab beegent
## Changelog
🆑 Melbert
fix: Dead bees maintain their color and reagents
/🆑
## About The Pull Request
Whenever you equip or unequip a piece of clothing (or change the
appearance of a chameleon item while wearing it), the game checks to see
if your sprite needs to update the parts of your body that are obscured
by that clothing. However, it only actually updates your sprite if the
item covers a part of your body that is relevant to your sprite. If you
equip an item that hides a part of your body (such as a chameleon helmet
set to something that hides your hair), then transform that item into a
form that no longer covers anything, it will see that the item covers
nothing important and skip trying to update your appearance.
Removing this check will cause update_body() calls to occur slightly
more often, but in the cases where it actually shouldn't update, the
sprite update code will detect that the rendering key for each limb has
not changed and exit without making any sprite changes, so the
performance hit will be minimal.
Similar situation with face-covering chameleon items and sec huds: You
could equip a face-covering chameleon item to make your sec hud arrest
status disappear, change the item to something that does not cover your
face, and then remove it, and your sec hud arrest status would not
update.
## Why It's Good For The Game
## Changelog
🆑
fix: Fixed chameleon clothing sometimes making you bald or hiding other
parts of your sprite.
/🆑Fixes#83570
# Conflicts:
# code/modules/mob/living/carbon/human/human_update_icons.dm
## About The Pull Request
Fixes#29496 ... probably? I can't actually test this on a localhost but
it SHOULD work now
## Changelog
🆑
fix: Server Hopping should fade your screen into black, as it should.
/🆑
## About The Pull Request
When a borg changes z level the code below runs:
```DM
cut_overlay(eye_lights)
SET_PLANE_EXPLICIT(eye_lights, PLANE_TO_TRUE(eye_lights.plane), src)
add_overlay(eye_lights)
```
But when the borg is dead, eye_lights in null, so I added an if check to
see if eye_lights exists. This stops the dead borg from becoming
invisible when z level changes.
* Fixes#86970
## Why It's Good For The Game
Borgs won't become invisible when z level changes.
## Changelog
🆑
fix: dead borgs no longer become invisible upon changing z level
/🆑
## About The Pull Request
- Fixes#87071 as in
a) Dropping a drone tool will put it back in the toolbox again
b) You can manually put the tool back in the toolbox via mouse click
c) You cannot dump the contents of the drone toolbox on anything
## Changelog
🆑
fix: you can drop/put drone tools back in the toolbox
fix: you cannot dump the contents of the drone toolbox
/🆑
## About The Pull Request
Adds the Fundamentally Evil quirk. The quirk does nothing in of itself.
If an Empath examines you, they will be shaken up by the fact that you
are totally evil.
Mindreaders can literally see that you're evil. If they're ALSO evil, it
gives a gives a unique message.
Honorbound chaplains can freely attack you without first declaring you
evil. You are already evil. There is no outward tells for this fact, but
if the chaplain pays attention to the medical records, you might have a
problem on your hands.
You are significantly harmed by holy water and holy explosions. So don't
drink holy water if you can help it.
## Why It's Good For The Game
I just think it'd be funny to have some crew, for whatever reason, be
fully committed to being evil for no reason other than it is funny to
bother empaths.
I want a chaplain to come to the realization that I'm evil and see what
happens.
## Changelog
🆑
add: Fundamentally Evil quirk. You might act normal, but you know deep
down that you totally don't give a shit about anyone but yourself.
Empaths better watch out.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
# Conflicts:
# code/controllers/subsystem/processing/quirks.dm
## About The Pull Request
Adds a new neutral station trait where people are able to bring their
personal pets to show off to the rest of the crew (or to donate to the
chef). Before joining, players will be able to customize their pets
https://github.com/user-attachments/assets/5a5cda18-e551-4f87-b649-67a6940ffc6a
u can set their name, gender, pet carrier color, and teach them give
them a unique dance sequence trick. if players dont wish to opt in, they
also have the choice not to
## Why It's Good For The Game
adds a new station trait which people can RP around, whether its by
competitively comparing pets, or resolving conflicts around pets being
killed/kidnapped. Ive also GAGsified pet carriers, so people can now
have the option to recolor those too
## Changelog
🆑
add: adds a new station trait, "bring your pet to work" day
/🆑
## About The Pull Request
Fixes alternate meow/purr from being restricted after an upstream
mirror.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑 LT3
fix: Alternate meow and purr emotes work again
/🆑
## About The Pull Request
Add `?` operator to `alt_job_titles` accesses
## Why It's Good For The Game
Fixes#2209
## Proof Of Testing
Spawned in as a guest with my proper equipment and title.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
Nothing relevant to players
## About The Pull Request
1. Deletes `special_step_sounds`. Unused anyways.
2. Human footstep type is now determined by its legs.
- This means a human with two different legs, with two different
footstep types, now alternate between footstep type every other step.
3. Digitigrade legs now use claw footstep sfx
## Why It's Good For The Game
Less random species vars, more dynamic human code, and a little bit more
immersion
## Changelog
🆑 Melbert
refactor: Refactored footsteps for humans. Human footstep sound effects
are now determined by your leg type. Report any oddities.
qol: Digitigrade legs now play claw footstep SFX. "plat plat" is dead,
long live "tap tap".
/🆑
## About The Pull Request
Closes#54039
Rather than only dimming inventory slots your species are unable to use,
unusable inventory slots in general are dimmed.
For example, not wearing a jumpsuit shows this:

## Why It's Good For The Game
Makes it a bit more transparent what you can and can't wear given your
current equipment or status.
## Changelog
🆑 Melbert
qol: Unusable inventory slots (as according to your bodyparts or
equipment) will now be dimmed (similarly to how unusable inventory slots
are dimmed for certain species like Golems).
/🆑
# Conflicts:
# code/modules/mob/living/carbon/human/_species.dm
# code/modules/surgery/organs/organ_movement.dm
## About The Pull Request
Before there were two settings for human authority:
`ENFORCE_HUMAN_AUTHORITY` and `ENFORCE_HUMAN_AUTHORITY_ON_EVERYONE`
The first, if enabled, would not let non-humans be heads of staff unless
they had a specific var on their job set to TRUE.
The second, if enabled, would simply ignore that var and reject the
non-human anyways.
This PR replaces both of those settings with a single one,
`HUMAN_AUTHORITY`. You can set it to one of four settings:
* "OFF": human authority will be turned OFF. Non-Humans will be able to
be heads of staff.
* "HUMAN WHITELIST": human authority will be turned OFF, HOWEVER; if a
job has its new `human_authority` variable set to
`JOB_AUTHORITY_HUMANS_ONLY`, then whoever picks that job will be forced
to be human.
* "NON-HUMAN WHITELIST": human authority will be turned ON. However, if
a job has its `human_authority` variable set to
`JOB_AUTHORITY_NON_HUMANS_ALLOWED`, a non-human can become that job.
This is what we have now, it works the same as if
`ENFORCE_HUMAN_AUTHORITY` were turned on. This is also what I've set as
the default value.
* "ENFORCED" human authority will be turned ON. Non-Humans will never be
able to be heads of staff. This is what
`ENFORCE_HUMAN_AUTHORITY_ON_EVERYONE` used to do.
You can also now set the `human_authority` variable through
`jobconfig.toml`!
## Why It's Good For The Game
Allows more configuration options for downstreams, and lets keyholders
and headmins have more options over how to set up human authority.
## Changelog
🆑
config: Both human authority settings were combined into a singular one,
allowing for more flexibility
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
# Conflicts:
# config/game_options.txt
# config/jobconfig.toml
## About The Pull Request
This PR fixes and improves the IC verbs "Look Up" and "Look Down".
Fixes https://github.com/tgstation/tgstation/issues/85532
The fix mentioned is for
https://github.com/tgstation/tgstation/issues/85532 but it is not
limited to cyborgs. Basically, if you tried to look up but you did not
manage to find something an exception happened because
`looking_vertically` was not changed. This lead to not being able to
stop looking up or down for the rest of the round until you were able to
see something through a different z level.
There are three improvements introduced with this PR:
### 1. Check if there is a point looking up or down
Basically the code checks if there exists a turf above you, and if that
is not the case it disallows you from looking up and tells you `There's
nothing interesting above. Better keep your eyes ahead.`, or if there is
no turf below you it disallows you from looking down and letting you
know with the according message `There's nothing interesting below.
Better keep your eyes ahead.`.
This makes it clear that there is no point for the user to be looking up
or down when in these situations as there will never be anything to see.
### 2. Inform the user about their current look stance
If the user presses the verb "Look Up", they will be informed with `You
tilt your head upwards.` to show that the action is continuous. By
pressing it again, the game will tell them `You set your head straight
again.` to show that they are no longer trying to look up. The same
behaviour happens when you try to look down.
### 3. Stops user from looking up or down if there is no turf above or
below
This makes it so the game doesn't spam you with `You can't see through
the floor above/below you.` and it eliminates the need to reset your
head stance once you have reached these levels, streamlining the
experience a little more.
## Why It's Good For The Game
Fixes bug and improves user experience by giving feedback for the verbs
and disabling the functionality in scenarios where looking up or down is
useless, eliminating confusion. Also resets your head stance if you
happen to go up or down into the vertical edges of the station.
## Changelog
🆑
fix: fixed not being able to stop looking up or down if unable to find
something until you found something
qol: feedback for "Look Up" or "Look Down" verbs to reduce confusion
caused by the verbs
qol: limited usage of "Look Up" and "Look Down" to cases where there is
a turf above your or below you accordingly
qol: automatically stops you from looking up or down when there is no
turf above or below you
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Added a NO_DNA_SCRAMBLE check to the actual inactive mutation shuffling
action.
Added a mutadone check to the remove individual mutation proc.
Added arguments to inflate_gib().
Syndicate Monkeys will now slowly explode via the above proc if they're
species-changed.
This PR will not compile due to a bug on master.
## Why It's Good For The Game
> Added a NO_DNA_SCRAMBLE check to the actual inactive mutation
shuffling action.
I added this to the wrong proc. Turns out scramble_dna() is unrelated to
Scramble DNA. Yeah.
> Added a mutadone check to the remove individual mutation proc.
Someone forgor this and it became an issue when TRAIT_BORN_MONKEY was
added, which calls this proc instead of remove_mutation_groups on
ingestion, which does have the parameter.
> Added parameters to inflate_gib().
Default is the same as it used to be.
> Syndicate Monkeys will now slowly explode via the above proc if
they're species-changed.
I love seeing people use my syndicate monkeys but more often than not
they or the monkey immediately fuck off to become a human in genetics,
and holy shit that riles me up hard. This item is not meant to give you
a free human buddy. It's meant to give you a free monkey buddy.
Originally I didn't worry too much about the crew finding out ways to
humanize, but I changed my mind after seeing how one-note players are. I
don't want another lame cheese exploit causing people to use this as
cheap reinforcements.
The uplink item's desc has been updated to fit this new information.
You can still brain transfer, if you want to lose the clever mutation
and have a human that can't use machines.
## Changelog
🆑
fix: We found out that the money meant to purchase mutation vaccines for
Syndicate Monkey agents against mutation was being embezzled to buy
Space Yachts. We've repurposed their biomass towards a new and improved
vaccine, which has the minor side effect of causing allergies if their
species type is forcibly altered.
/🆑
## About The Pull Request
https://github.com/user-attachments/assets/d969d7c2-a2a9-47db-b1d3-5ba0bef01534
## Why It's Good For The Game
more immersion
## Changelog
🆑 grungussuss and redemptionarc
sound: snoring now has sounds, snoring will happen more often while
asleep
/🆑
# Conflicts:
# code/modules/mob/living/carbon/human/_species.dm
## About The Pull Request
The screen alert for being wounded is deleted
Instead, your health doll will now glow red on any (and all) wounded
limbs
https://github.com/user-attachments/assets/83565684-3e19-4753-8034-d8de6574e2b8
To accomplish this, the doll was refactored a bit. No longer operates
off of overlays, now uses vis contents across every limb, and just
updates the icon state of all those vis contents
## Why It's Good For The Game
Wounds really spam the hell out of you with screen alerts and it often
blocks you from seeing more relevant alerts that you care about
The mere presence of a minor dislocation on your leg prevents you from
noticing that you are no longer breathing. This is a bit troublesome
This can be resolved in other ways, of course - adding a priority value
to alerts? - but instead, I think we can just make better use of our
existing hud elements
I find this decently intuitive, at a glance.
- The old screen alert gave you a tooltip saying you could click the
alert to examine yourself.
- Clicking on the health doll examines yourself the exact same way.
- So, players may see their doll glowing red, and click on it to self
examine, to see the report of them having a wound on their leg or chest
or whatever.
## Changelog
🆑 Melbert
del: Having any wounds no longer gives you an alert in the top right
qol: Having any wounds now make the corresponding bodypart on your
health doll (the lil dude on the right side of the screen) glow red.
refactor: Refactored how the hud's health doll shows up for humans.
Report any oddities
/🆑
## About The Pull Request
- Fixes#86989
The component `/datum/component/holderloving` doesn't help with this
case. This is because camera assemblies uses
`temporarilyRemoveItemFromInventory()` which does not trigger a force
move so this component does nothing.
`temporarilyRemoveItemFromInventory()` does however check for trait
`TRAIT_NODROP` which we add to our drone tools to stop it from being
force moved
## Changelog
🆑
fix: tools from the drone toolbox cannot be forcefully removed in
certain situations e.g. when using the drone gas analyser to upgrade the
camera assembly
/🆑
## About The Pull Request
Basically goes through and puts some flat objects onto the floor plane.
Also puts blood back on the floor plane, since it seems like it used to
be but may have been moved mistakenly questionmark.
This means they will not be affected by Ambient Occlusion:

## Why It's Good For The Game
A lot of these "flat" things look really out of place because they're
secretly "floating" due to being on the wrong plane
## Changelog
🆑 Melbert
qol: Runes, crayons, and similar decals no longer have shadows
fix: Blood and similar "mess" decals no longer have shadows (again)
/🆑
We have the HIDEBELT flag but it isn't used anywhere and in fact is not
functional, so I added code to examine to enable it. I also threw the
flag onto a bunch of stuff -- primarily big billowy things, or stuff
like trenchcoats. This would include hiding guns, toolbelts, plant bags,
things of that nature. If you steal the Captain's saber and throw a
bedsheet on your head, you've pulled off the perfect crime.
Adds another way to be sneaky and immensely suspicious, increasing
paranoia when some guy wearing a big shapeless suit walks into the room.

🆑 Bisar
add: Clothing can now hide what you're wearing on your belt.
/🆑